Virtual world event notifications from within a persistent world game
    11.
    发明授权
    Virtual world event notifications from within a persistent world game 有权
    来自持久性世界游戏的虚拟世界事件通知

    公开(公告)号:US08734254B2

    公开(公告)日:2014-05-27

    申请号:US11380021

    申请日:2006-04-25

    Abstract: A mechanism is provided for generating event notifications for offline characters from within a persistent world online game. A player agent for an offline player includes an event monitor that monitors for events that occur in a persistent virtual world maintained by a game server. When a game event occurs that triggers an offline player rule, the player agent composes an event notification message and sends the message to the offline player. Event notification messages may include images, voice (text-to-speech), sound, or video. Offline players may receive event notifications at various messaging clients, such as personal computers and wireless telephones. A notification server may transmit the event notifications via existing communications channels, such as electronic mail, facsimile, instant messaging, text messaging, and voice communications.

    Abstract translation: 提供了一种用于从永久性世界在线游戏内产生离线角色的事件通知的机制。 用于离线播放器的播放器代理包括事件监视器,其监视由游戏服务器维护的持久虚拟世界中发生的事件。 当发生触发离线播放器规则的游戏事件时,播放器代理构成事件通知消息并将消息发送到脱机播放器。 事件通知消息可以包括图像,语音(文本到语音),声音或视频。 离线玩家可以在各种消息传递客户端(如个人电脑和无线电话)收到事件通知。 通知服务器可以经由诸如电子邮件,传真,即时消息,文本消息和语音通信之类的现有通信信道来发送事件通知。

    Rewriting branch instructions using branch stubs
    13.
    发明授权
    Rewriting branch instructions using branch stubs 有权
    使用分支存根重写分支指令

    公开(公告)号:US08522225B2

    公开(公告)日:2013-08-27

    申请号:US12823204

    申请日:2010-06-25

    CPC classification number: G06F8/4436 G06F8/433 G06F8/4442

    Abstract: Mechanisms are provided for rewriting branch instructions in a portion of code. The mechanisms receive a portion of source code having an original branch instruction. The mechanisms generate a branch stub for the original branch instruction. The branch stub stores information about the original branch instruction including an original target address of the original branch instruction. Moreover, the mechanisms rewrite the original branch instruction so that a target of the rewritten branch instruction references the branch stub. In addition, the mechanisms output compiled code including the rewritten branch instruction and the branch stub for execution by a computing device. The branch stub is utilized by the computing device at runtime to determine if execution of the rewritten branch instruction can be redirected directly to a target instruction corresponding to the original target address in an instruction cache of the computing device without intervention by an instruction cache runtime system.

    Abstract translation: 提供了用于在一部分代码中重写分支指令的机制。 该机制接收一部分具有原始分支指令的源代码。 机制为原始分支指令生成分支存根。 分支存根存储关于原始分支指令的信息,包括原始分支指令的原始目标地址。 此外,机制重写原始分支指令,使得重写的分支指令的目标引用分支存根。 此外,机制输出编译代码,包括重写的分支指令和分支存根,以供计算设备执行。 计算设备在运行时利用分支存根来确定重写的分支指令的执行是否可以被直接重定向到与计算设备的指令高速缓存中的原始目标地址相对应的目标指令,而无需指令高速缓存运行时系统的干预 。

    Efficient communication of producer/consumer buffer status
    14.
    发明授权
    Efficient communication of producer/consumer buffer status 失效
    生产者/消费者缓冲区状态的有效沟通

    公开(公告)号:US08275917B2

    公开(公告)日:2012-09-25

    申请号:US12127464

    申请日:2008-05-27

    CPC classification number: G06F15/17337

    Abstract: A mechanism is provided for efficient communication of producer/consumer buffer status. With the mechanism, devices in a data processing system notify each other of updates to head and tail pointers of a shared buffer region when the devices perform operations on the shared buffer region using signal notification channels of the devices. Thus, when a producer device that produces data to the shared buffer region writes data to the shared buffer region, an update to the head pointer is written to a signal notification channel of a consumer device. When a consumer device reads data from the shared buffer region, the consumer device writes a tail pointer update to a signal notification channel of the producer device. In addition, channels may operate in a blocking mode so that the corresponding device is kept in a low power state until an update is received over the channel.

    Abstract translation: 提供了一种用于生成器/消费者缓冲器状态的有效通信的机制。 利用该机制,当设备使用设备的信号通知通道在共享缓冲区域上执行操作时,数据处理系统中的设备通知彼此对共享缓冲区域的头和尾指针的更新。 因此,当向共享缓冲区域产生数据的生成器设备将数据写入到共享缓冲区域时,对头指针的更新被写入消费者设备的信号通知通道。 当消费者设备从共享缓冲区域读取数据时,消费者设备将尾指针更新写入生成器设备的信号通知通道。 此外,信道可以以阻塞模式操作,使得对应的设备保持在低功率状态,直到通过信道接收到更新。

    Rewriting Branch Instructions Using Branch Stubs
    15.
    发明申请
    Rewriting Branch Instructions Using Branch Stubs 有权
    使用分支存根重写分支指令

    公开(公告)号:US20120204016A1

    公开(公告)日:2012-08-09

    申请号:US13443188

    申请日:2012-04-10

    CPC classification number: G06F8/4436 G06F8/433 G06F8/4442

    Abstract: Mechanisms are provided for rewriting branch instructions in a portion of code. The mechanisms receive a portion of source code having an original branch instruction. The mechanisms generate a branch stub for the original branch instruction. The branch stub stores information about the original branch instruction including an original target address of the original branch instruction. Moreover, the mechanisms rewrite the original branch instruction so that a target of the rewritten branch instruction references the branch stub. In addition, the mechanisms output compiled code including the rewritten branch instruction and the branch stub for execution by a computing device. The branch stub is utilized by the computing device at runtime to determine if execution of the rewritten branch instruction can be redirected directly to a target instruction corresponding to the original target address in an instruction cache of the computing device without intervention by an instruction cache runtime system.

    Abstract translation: 提供了用于在一部分代码中重写分支指令的机制。 该机制接收一部分具有原始分支指令的源代码。 机制为原始分支指令生成分支存根。 分支存根存储关于原始分支指令的信息,包括原始分支指令的原始目标地址。 此外,机制重写原始分支指令,使得重写的分支指令的目标引用分支存根。 此外,机制输出编译代码,包括重写的分支指令和分支存根,以供计算设备执行。 计算设备在运行时利用分支存根来确定重写的分支指令的执行是否可以被直接重定向到与计算设备的指令高速缓存中的原始目标地址相对应的目标指令,而无需指令高速缓存运行时系统的干预 。

    Dynamically Rewriting Branch Instructions in Response to Cache Line Eviction
    16.
    发明申请
    Dynamically Rewriting Branch Instructions in Response to Cache Line Eviction 有权
    动态重写缓存线驱逐响应中的分支指令

    公开(公告)号:US20120198170A1

    公开(公告)日:2012-08-02

    申请号:US13444890

    申请日:2012-04-12

    CPC classification number: G06F8/4442 G06F9/3806 G06F12/0875 G06F12/12

    Abstract: Mechanisms are provided for evicting cache lines from an instruction cache of the data processing system. The mechanisms store, for a portion of code in a current cache line, a linked list of call sites that directly or indirectly target the portion of code in the current cache line. A determination is made as to whether the current cache line is to be evicted from the instruction cache. The linked list of call sites is processed to identify one or more rewritten branch instructions having associated branch stubs, that either directly or indirectly target the portion of code in the current cache line. In addition, the one or more rewritten branch instructions are rewritten to restore the one or more rewritten branch instructions to an original state based on information in the associated branch stubs.

    Abstract translation: 提供用于从数据处理系统的指令高速缓存中驱逐高速缓存行的机制。 机制存储当前高速缓存行中代码的一部分,直接或间接地定位当前高速缓存行中代码部分的调用站点的链接列表。 确定当前高速缓存行是否将从指令高速缓存中逐出。 处理呼叫站点的链接列表以识别具有相关联的分支存根的一个或多个重写的分支指令,其直接或间接地对目标当前高速缓存行中的代码部分。 此外,重写一个或多个重写的分支指令,以基于相关联的分支存根中的信息将一个或多个重写的分支指令恢复到原始状态。

    Runtime Extraction of Data Parallelism
    17.
    发明申请
    Runtime Extraction of Data Parallelism 有权
    数据并行性的运行时提取

    公开(公告)号:US20120192167A1

    公开(公告)日:2012-07-26

    申请号:US13435411

    申请日:2012-03-30

    Abstract: Mechanisms for extracting data dependencies during runtime are provided. The mechanisms execute a portion of code having a loop and generate, for the loop, a first parallel execution group comprising a subset of iterations of the loop less than a total number of iterations of the loop. The mechanisms further execute the first parallel execution group and determining, for each iteration in the subset of iterations, whether the iteration has a data dependence. Moreover, the mechanisms commit store data to system memory only for stores performed by iterations in the subset of iterations for which no data dependence is determined. Store data of stores performed by iterations in the subset of iterations for which a data dependence is determined is not committed to the system memory.

    Abstract translation: 提供了在运行时提取数据依赖关系的机制。 所述机制执行具有循环的一部分代码,并为所述循环生成包括小于所述循环的总迭代次数的循环迭代子集的第一并行执行组。 机制进一步执行第一个并行执行组,并确定迭代子集中的每个迭代,迭代是否具有数据依赖性。 此外,机制仅将数据存储到系统存储器中,用于仅在确定了数据依赖性的迭代子集中通过迭代执行的存储。 在确定数据相关性的迭代子集中存储由迭代执行的存储数据不会提交给系统存储器。

    Performing externally assisted calls in a heterogeneous processing complex
    18.
    发明授权
    Performing externally assisted calls in a heterogeneous processing complex 有权
    在异构处理组合中执行外部辅助呼叫

    公开(公告)号:US08195759B2

    公开(公告)日:2012-06-05

    申请号:US12128927

    申请日:2008-05-29

    CPC classification number: G06F9/547

    Abstract: A mechanism is provided for accessing, by an application running on a first processor, operating system services from an operating system running on a second processor by performing an assisted call. A data plane processor first constructs a parameter area based on the input and output parameters for the function that requires control processor assistance. The current values for the input parameters are copied into the parameter area. An assisted call message is generated based on a combination of a pointer to the parameter area and a specific library function opcode for the library function that is being called. The assisted call message is placed into the processor's stack immediately following a stop-and-signal instruction. The control plane processor is signaled to perform the library function corresponding to the opcode on behalf of the data plane processor by executing a stop and signal instruction.

    Abstract translation: 提供了一种机制,用于通过执行辅助呼叫从运行在第一处理器上的应用程序访问来自在第二处理器上运行的操作系统的操作系统服务。 数据平面处理器首先根据需要控制处理器辅助的功能的输入和输出参数来构建参数区域。 输入参数的当前值被复制到参数区域。 基于指向参数区域的指针和正被调用的库函数的特定库函数操作码的组合,生成辅助呼叫消息。 辅助呼叫消息在紧跟停止信号指令之后立即放入处理器的堆栈中。 通过执行停止和信号指令,用信号通知控制平面处理器代表数据平面处理器执行对应于操作码的库功能。

    System and Method for Photorealistic Imaging Using Ambient Occlusion
    19.
    发明申请
    System and Method for Photorealistic Imaging Using Ambient Occlusion 有权
    使用环境遮挡的真实感成像系统和方法

    公开(公告)号:US20100141652A1

    公开(公告)日:2010-06-10

    申请号:US12329470

    申请日:2008-12-05

    CPC classification number: G06T15/06

    Abstract: Scene model data, including a scene geometry model and a plurality of pixel data describing objects arranged in a scene, is received. A first pixel data of the plurality of pixel data is selected. A primary pixel color and a primary ray are generated based on the first pixel data. If the primary ray intersects an object in the scene, an intersection point, P is determined. A surface normal, N, is determined based on the object intersected and the intersection point, P. A primary hit color is determined based on the intersection point, P. The primary pixel color is modified based on the primary hit color. A plurality of ambient occlusion (AO) rays are generated based on the intersection point, P and the surface normal, N, with each AO ray having a direction, D. For each AO ray, the AO ray direction is reversed, D, the AO ray origin, O, is set to a point outside the scene. Each AO ray is marched from the AO ray origin into the scene to the intersection point, P. If an AO ray intersects an object before reaching point P, that AO ray is excluded from ambient occlusion calculations. If an AO ray does not intersect an object before reaching point P, that ray is included in ambient occlusion calculations. Ambient occlusion is estimated based on included AO rays. The primary pixel color is shaded based on the ambient occlusion and the primary hit color and an image is generated based on the primary pixel color for the pixel data.

    Abstract translation: 接收场景模型数据,包括场景几何模型和描述在场景中布置的对象的多个像素数据。 选择多个像素数据的第一像素数据。 基于第一像素数据生成主要像素颜色和主要光线。 如果主要射线与场景中的物体相交,则确定交点P。 基于相交对象和交点P确定表面法线N。基于交点P确定主要命中颜色。基于主要命中颜色修改主像素颜色。 基于交点P和表面法线N产生多个环境遮挡(AO)射线,每个AO射线具有方向D.对于每个AO射线,AO射线方向相反,D, AO射线原点O被设置为场景外的点。 每个AO射线从AO射线原点进入场景到交点P.如果AO光线在达到点P之前与物体相交,那么AO射线被排除在环境遮挡计算之外。 如果AO射线在到达点P之前没有与物体相交,则该光线被包含在环境遮挡计算中。 基于包含的AO射线估计环境遮挡。 主像素颜色基于环境遮挡和主要命中颜色而阴影,并且基于像素数据的主像素颜色生成图像。

    System and Method for Iterative Interactive Ray Tracing in a Multiprocessor Environment
    20.
    发明申请
    System and Method for Iterative Interactive Ray Tracing in a Multiprocessor Environment 失效
    多处理器环境中迭代交互光线跟踪的系统和方法

    公开(公告)号:US20100033493A1

    公开(公告)日:2010-02-11

    申请号:US12188290

    申请日:2008-08-08

    CPC classification number: G06T15/06 G06T15/50 G06T2210/52

    Abstract: A method comprises receiving scene model data including a scene geometry model and a plurality of pixel data describing objects arranged in a scene. The method generates a primary ray based on a selected first pixel data. In the event the primary ray intersects an object in the scene, the method determines primary hit color data and generates a plurality of secondary rays. The method groups the secondary packets and arranges the packets in a queue based on the octant of each direction vector in the secondary ray packet. The method generates secondary color data based on the secondary ray packets in the queue and generates a pixel color based on the primary hit color data, and the secondary color data. The method generates an image based on the pixel color for the pixel data.

    Abstract translation: 一种方法包括接收包括场景几何模型和描述在场景中布置的对象的多个像素数据的场景模型数据。 该方法基于所选择的第一像素数据生成主射线。 在主要射线与场景中的物体相交的情况下,该方法确定主要命中颜色数据并产生多个次要射线。 该方法对二次分组进行分组,并根据二次射线分组中每个方向向量的八分圆排列队列中的分组。 该方法基于队列中的二次射线包生成次色数据,并根据主要命中颜色数据和次要颜色数据生成像素颜色。 该方法基于像素数据的像素颜色生成图像。

Patent Agency Ranking